use SDL_Delay to sleep

This commit is contained in:
Glenn Maynard
2003-02-14 06:49:01 +00:00
parent 1ee14d1a89
commit ad097ca997
+2 -1
View File
@@ -16,6 +16,7 @@
#include "GameState.h"
#include "IniFile.h"
#include "RageMath.h"
#include "SDL_utils.h"
#include <math.h>
@@ -88,7 +89,7 @@ void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewi
m_Sprites[0].LoadBG( sMoviePath );
m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites[0].GetTexture()->Play();
::Sleep( 50 ); // decode a frame so we don't see a black flash at the beginning
SDL_Delay( 50 ); // decode a frame so we don't see a black flash at the beginning
m_Sprites[0].GetTexture()->Pause();
m_bRewindMovie = bRewind;
if( !bLoop )